/**
 * @internal
 */
export let Lit_shader: string = /*wgsl*/ `
    #include "Common_vert"
    #include "Common_frag"
    #include "BxDF_frag"

    fn vert(inputData:VertexAttributes) -> VertexOutput {
        ORI_Vert(inputData) ;
        return ORI_VertexOut ;
    }

    fn frag(){
        ORI_ShadingInput.BaseColor = materialUniform.baseColor ;
        ORI_ShadingInput.Roughness = materialUniform.roughness  ;
        ORI_ShadingInput.Metallic = materialUniform.metallic ;
        ORI_ShadingInput.Specular = 0.5 ;
        ORI_ShadingInput.AmbientOcclusion = 1.0 ;
        ORI_ShadingInput.EmissiveColor = vec4<f32>(0.0);

        ORI_ShadingInput.Normal = ORI_VertexVarying.vWorldNormal.rgb ;

        BxDFShading();
    }
`
